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sirisma

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Everything posted by sirisma

  1. I think what he may mean is a mag glitch. I have noticed that if you carry M9 mags in your inventory while using an MP5 it will load the M9 mag instead of the MP5 mag. I have no idea what causes this other than the fact that the ammo is identical and may actually support this.
  2. sirisma

    tent spawn

    I should add this to my list of stuff I'm suggesting. Maybe I could add it under the section for defenses and the like. http://dayzmod.com/forum/showthread.php?tid=5150
  3. Already been suggested in my compiled list: http://dayzmod.com/forum/showthread.php?tid=5150
  4. FOODSTUFF CHANGES: BEANS: I find it hard to believe that a backwater country like Chernarus would have readily available tab-opened cans of food. If I were to go to Walmart right now the only food I would find with a tab-open is Chef Boyardee and Mandarin Oranges. It should be made that you have about a 50% chance of spawning with a single tab-open can of food, and a 10% chance of spawning with a can opener. Food found in the world should be categorized by what type of can it is. A tab-open is extremely rare inland, but the old fashioned ones that require the can opener are not. Tab opens would be quick to open and consume, and opening one with a can opener would make a small amount of noise that could attract zombies. Eating beans should also either add a can to your inventory, or drop one at your feet. Cans can be invaluable but I don't think I should have to search for empty cans when I have beans in my inventory. Players should be able to heat beans with a campfire for a 50% boost in blood restoration than normal. POP/SODA: Pop is too common, I've seen it way to often. I come across a survivor who has dropped his canteens and filled up on nothing but Pepsi. This is also backwards in that pop can actually dehydrate you faster than if you were to drink water. Opening a can of pop should also attract nearby zed similar to throwing an empty tin can at them. Consuming pop should drop a can at your feet similar to how beans should work. Running with pop in your inventory should make it fizzy, so that if you open a can of fizzy pop you will make LOADS of noise and you will get less refreshment out of it as most of it is now on the zombie you just alerted. TENT, CAMPFIRE, BARBED WIRE, etc: DEFENSES: I absolutely HATE how defenses are spawned in this game. I've come from playing ArmA:PR and have become accustomed to seeing a graphic representation of the object in front of me and being able to EXACTLY decide where it is going to spawn. TENTS: Tents have the nice feature of being a placeable infinite storage chest that once placed may only be picked up by the original owner. This in unrealistic. It should be that they can only hold up to 200 slots, they can be stolen, and can be entered to prevent loss of temperature taking up 60 inventory slots per player in the tent. Also the placement code is shit. *See Above* CAMPFIRES: I think needing wood is great, but the current wood system is very flawed and campfires themselves are VERY messed up. Wood should be obtainable from trees if you are standing near one with an axe in your inventory or from the several dozen houses that have a chopping block or woodstack out back. The wood found in stores and in factories should be something more like wood pellets that will burn 3x longer and heat you up 2x faster, adding a reason to obtain them as constantly feeding a campfire with wood would be a chore for a lone survivor/bandit. Not being able to place a campfire with 50 feet of a tree is a bunch of crap. The system that is in place for placing a campfire is flawed. I have been able to place a campfire on a 3' x 3' rooftop next to a satellite dish but not in a forest clearing because of the small spruce tree tree at my back. That is extremely annoying when I want to set up a nifty little campsite for my group of survivors on the plateau at the top of a hill. The system should be similar to the above two. On a side note axes would be a fairly rare drop found in supermarkets and rural barns while being a bit more common in fire stations. Regular logs should burn for 20 minutes and take 2 slots while pellets last for 60 but take up 3 slots. Campfires have a limited inventory of 12 slots allowing for either a 2 hour burn time with just wood or 4 hours with pellets. WELLS/DEER STANDS: Were you to have a spare pile of wood and scarp metal, a toolbox, and an entrenchment tool, you could build you own deer stand or well! You simply need the above tools and you could make the base of a well or deer stand. It would spawn a pile of stones or logs, in a similar way to the above mentioned, that would have an inventory. After the necessary materials have been put into the base (wood, scrap metal), 3 people with a combination of a toolbox, 2 entrenchment tools, an axe, and a saw can build the building. It will stay on the server much like a tent when saved, but can be destroyed and salvaged by others. Wells made in this way would have a cooldown timer of 2 hours and can not exceed 5 in quantity on the server. MEDICAL SYSTEM: BROKEN BONES: I've seen very stupid things happen to people that get shut in an outhouse. Two broken legs being among them. I think only repetitive zombie attacks while stationary or prone, shots to the legs, and falling should break limbs. 20-24 feet should have a 20% chance to break limbs, 25-30 have a 60% chance, and 31-50 foot falls have an 80% chance to break limbs and have a 75% chance to knock you unconcious. SKINS: There should be three major changes for character appearance. 1: Survivor or Bandit. This allows you to choose between different "Sets" of skins upon respawn. A survivor can choose between all the different civilian skins, while a bandit can choose between some PMC skins and insurgent skins. 2: "Finding Skins." Even with the choices that could be implemented to decide a starting skin, I would find it quite appealing to walk into a military barracks and suit up in some camo that would spawn on the ground. It would essentially just change your character's skin by "dropping your current skin." 3: "Experience Modifiers" I saw a thread earlier today talking about "Veterans." It got me thinking about how with these current skins, everybody looks the same with the exception of bandits. I can't begin to explain how frustrating it is to identify people from each other when on a server where names don't pop up. It would be quite awesome if your character's skin would change slightly depending on how you play. For instance: I respawn, pick survivor, pick an Average Joe farmer skin, and start to help people a lot. After a while I will appear less clean and may start to get oil spots or some dirt on my clothes. Were I to kill zombies or just go insane and start murdering people left and right, I would start getting bloodstains on my clothing along with the other various stains. If you were to swim you would slowly wash away the stains, and if you die you lose 30% of the modifiers to your skin. Changing your skin entirely would reset your modifiers. Identifying people in a firefight would be much easier as most people wouldn't have the same skin, and having a group 'uniform' of sorts could add to the role-playing aspect of the game. HUMANITY: In my honest opinion I think that the changing of your skin should not be a result of your "Humanity" at all, and should be more directly related to your own personal decisions. In fact Humanity is a flawed system anyway and should be greatly altered. It should be that there is a sort of experience system tied to the skin modifiers. If I were to kill Johnny and take his beans I would have a bloodstain on my skin from it, gain "reputation" from it, and also become more "notorious." If I put some new rims on Johnny's car however, I would get some dirt or oil on my skin, ALSO gain "reputation," and lose "notoriety." The more reputation you have, the more people might want to follow you and become your personal slave monkeys. The more notorious you are, the more people will fear and try to avoid you. When you die you get 30% closer to 0 notoriety and lose 30% of your reputation. Another interesting idea is server wide reputation. With this I mean that: 10 people are playing and they all have a very high notoriety. This would reduce the chances of ammo spawning, but increase weapon spawns. If their notoriety were all negative (Good People) then you would have increased ammo spawns but reduced weapon spawns. This would encourage both bandits and survivors to play together in order to have balanced spawn chances. FACTIONS: Very simple, bandits are automatically teamswitched to OPFOR, Survivors are automatically teamswitched to Civilian. A 3rd faction could be interesting. I myself would think the BLUFOR team could be reserved for people that intend on keeping the peace, making the BLUFOR team essentially the post-apocalyptic, self-proclaimed police. This could make role-playing very interesting as the survivors would look to the BLUFOR for support against the OPFOR, while giving the OPFOR another set of targets that are considered more dangerous. RADIOS: Easy, remove every channel of speech but local unless if you have a radio, which could spawn pretty much anywhere. If you have a radio you can talk in the 'Side' channel and if you get lucky, find the frequency the other team is using. Finding the frequency could be a scroll menu option while searching a body from the other 'team' that has a radio while ALSO carrying a radio. This would make the other team's Side channel also viewable to you. Civilians always talk on Global. PACKS: It should be made that you can carry an additional pack with you in your arms at the expense of not being able to sprint and having to hold it in your hands. It would be necessary to drop it in order to draw a weapon, which would take a few seconds as well as picking it back up. A crouched run with a pack in your hands would triple the rate at which you get hungry and thirsty. This could allow for groups of people to have a pack mule. Some other ideas I believe are worthy: " http://dayzmod.com/forum/showthread.php?tid=3400 or ""If it's raining, raincoats could be worn to greatly reduce your risk of catching an infection as you would without a raincoat. Raincoats should come in two colors, yellow or grey, that once placed in your inventory (the miscellaneous item slot at the bottom), you are given the right-click item option to put it on. Not to mention the player dilemmas this creates. I understand that some people would just server hop to avoid the rain, but this idea shouldn't be ruled out only because of these types of people."
  5. sirisma

    Player kill registration removal

    This is very common in Project Reality. You have to confirm kills all the time if you haven't seen them go down. I think it would make the game much more interesting. I've used the kill message to detect if somebody is a bandit judging by the sound of gunfire ending with player death.
  6. sirisma

    Mid-Combat Disconnection Hammer [URGENT]

    I've done this only once, and I only did to further piss of the bandit that was chasing me. I was casually walking in the woods near Pusta shooting zeds that got too close, when I heard a pair of footsteps behind me. I turned around to see a guy pointing at me with a Makarov. I hid behind a rock and switched from my M1911 to my M4A1 CCO SD. After I popped back out from behind the rock with an assault rifle, the bandit shat a brick and took cover behind a tree. He started to lean around this tree trying to get a good shot on me. Luckily I had the upper hand with better range, a full magazine, and my sights already trained on his face. I made a warning shot at the tree, and he ducked behind the cover and fired off 5 rounds in my direction. I switched over to my grenade and threw it behind his tree. I heard a brief scream and an explosion over both VOIP and locally, followed by a lot of Russian obscenities. I heard a lot of movement nearby and decided to take the beans from the bandit and logged off after nobody else showed their face even though I knew I was surrounded.
  7. I'm supporting the @stmovement addition along with a few ideas of my own, you guys shoudl check it out: http://dayzmod.com/forum/showthread.php?tid=5150
  8. sirisma

    An improvement to the humanity system

    I agree with what you're saying here, and I kinda thought of a system involving that. It's quite simple but makes the game more in-depth I think. Go check it out: http://dayzmod.com/forum/showthread.php?tid=5150
  9. sirisma

    Life appreciation

    I've been thinking about a lot of this myself and I think you might like some of the ideas I have. Go check them out: http://dayzmod.com/forum/showthread.php?tid=5150
  10. sirisma

    Sirisma's Compiled Mod Suggestion List

    TURNED SURVIVORS "I dislike this idea, just personal preference. I just don't think it would work well when it came to game mechanics. " I can see why you would think that, but think of how rare that would be anyway and how great it would be to see that happening before your eyes if they added a really good animation for it. TURNED SURVIVORS SPORTING GUNS "It's already really easy to find good equipment, having it even more available on zombies would completely ruin looting. Unless the spawns were like 1 in a million. Hell you could roll through one town at startup and be fully kitted out, way too easy." I don't think you fully understood what I meant. I'm saying that the turned survivors may rarely pop of rounds. It would be almost impossible to get shot by them. It is more of a flavor effect than an actual threat. Plus, there would have to be a Turned Survivor in the vicinity for it to happen to begin with, which would be rare. ZOMBIES ACTUALLY HAVING ITEMS "I agree with this, it would be nice to see something other than tins. However how many people out and about do you see carrying useful survival items? I mean, having the odd farmer with a hunting knife or something makes sense, but other than turned military & law enforcement personnel I can't say people would carry much of anything useful. Just look at your average town full of people." Who honestly walks around carrying empty tin cans and military-issued bandages? I can see the hunting knife making sense, and maybe finding a map and compass on a hunter. It was not meant to be game breaking, just make it so that what you find on people actually makes sense. BEANS "Implying you can't open a can of beans with a knife. You can do it with a regular kitchen knife, and you can sure as hell do it with a good hunting/survival knife. Perhaps either that or a tin opener could be used, I can't say I like the idea too much though. I mean if you had a toolbox you would probably have a file or a hacksaw or something in it, in which case you could open a can of beans too, it would just be frustratingly slow and you'd probably end up eating a bunch of metal filings. :p " Make a video of you opening a can of baked beans with a kitchen knife or a hacksaw and I'll believe that. Even if that works that would still make it necessary to have another item to open cans as you don't spawn with a knife or toolbox. POP/SODA "This is really dumb, if you were near a bunch of zombies you wouldn't loudly crack open a fizzed up can of coke, chug it and then throw it on the ground. That's just retarded, you'd probably crack it as quietly as you could or pierce a hole in it with your knife and then when you finished carry it away with you until you had a safe place to drop it." What if you don't know there is a zombie near you? What if you had the balls to take that chance and open a fizzy pop to prevent dehydration while stuck in Cherno? I never said he'd 'throw' it on the ground, maybe set it down but is should still be possible to pick up the empty can. Maybe make it that you just spawn an empty can in your inventory to replace the pop that just left it.
  11. sirisma

    Duffel bags\Base Camps

    This is all reminding me of what I said on my own page. Go check it out: http://dayzmod.com/forum/showthread.php?tid=5150
  12. sirisma

    Skin Idea

    I took a look at this and gave it my own flare and added a few ideas. Go check it out here: http://dayzmod.com/forum/showthread.php?tid=5150
  13. sirisma

    Less broken bones from BS

    Here I added my own flavor to your idea on my suggestion list: http://dayzmod.com/forum/showthread.php?tid=5150
  14. I like a few of these ideas and they are very similar to mine own ideas. I added it to my mod suggestion list here: http://dayzmod.com/forum/showthread.php?tid=5150
  15. Here is a more complete view on what I think should be done involving this: http://dayzmod.com/forum/showthread.php?tid=5150
  16. sirisma

    Zombies with guns

    Here is a more complete view on what I think should be done involving this: http://dayzmod.com/forum/showthread.php?tid=5150
  17. sirisma

    Zombies with guns

    When I first saw this, I had loved the idea until I realised the context of what you're suggesting. What I thought you were suggesting was the possibility for some zombies to basically be turned survivors. I think it should be made that if a dead survivor/bandit's body does not get hidden after 2-4 hours it should reanimate into another zombie. This would not only make it that there are zombies walking around with guns in their inventory and are sporting a sexy backpack, but also gives people a time limit on deciding what they want to take from a body before getting out of Dodge. This could make for interesting scenarios if the zeds get the added AI of accidentally firing off weapons or other equipment. I could just see it now: Survivor gets reanimated, zombie starts firing an AK at random and attracts other zombies. Huge horde starts up and he somehow manages to pull the pin on a grenade and blows the whole lot of them sky high. It would take ages to get right, but I think this would add an additional fear factor and possibly hilarious event that zombies are ticking time bombs if precautions aren't made. Hell, just zombies actually SPAWNING with things in their inventory would make the game better. Maybe have police zed actually drop pistols, have soldiers drop USEFUL loot instead of just a GPS.
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